CN105641932B - data object matching method - Google Patents

data object matching method Download PDF

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Publication number
CN105641932B
CN105641932B CN201511000925.7A CN201511000925A CN105641932B CN 105641932 B CN105641932 B CN 105641932B CN 201511000925 A CN201511000925 A CN 201511000925A CN 105641932 B CN105641932 B CN 105641932B
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character data
data object
matching
game
data objects
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CN105641932A (en
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张佳乐
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Beijing Pixel Software Technology Co Ltd
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Beijing Pixel Software Technology Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame

Abstract

the application discloses a data object matching method, which comprises the following steps: after each game is finished, the server adjusts the competitive power attribute of each role data object in the game according to the current game result and the game mode type, wherein the competitive power attribute comprises fighting power and points; when a character data object matching request is received, the server determines a character data object with matched competitiveness from a current candidate character data object matching set according to a preset matching rule according to a game mode type corresponding to the request and the competitiveness attribute of the character data object requested to be matched. The invention can ensure the accuracy and objectivity of the matching result, thereby ensuring the fairness and reliability of the online game system.

Description

Data object matching method
Technical Field
The invention relates to a computer application technology, in particular to a data object matching method.
background
in the current network games, most games introduce a Player-to-Player (PVP) fighting mode. In order to ensure the fairness and reliability of the network game system, when determining the player characters participating in the battle, the system needs to select player characters with similar levels to carry out the battle competition. That is, in the PVP combat mode, how the network game system selects player characters with matching strength for combat has an important meaning for ensuring the reliability of the network game system.
In the existing game character data object matching method, players with the fighting power values and the request time as close as possible are selected for matching according to the fighting power values of the players and the request time. Wherein, the determination of the battle force value is determined according to the performance of the player in the last game.
in the matching scheme, the competitiveness of the player is determined only according to the performance of the player in a single game, and in practical application, the performance of the player in the game is greatly influenced by the current state, so that the performance of the player in a certain game cannot reflect the real strength of the player necessarily, and therefore, the matching scheme has the problem that the matched result cannot meet the matching requirement corresponding to the real strength, and the fairness and the reliability of the network game system cannot be ensured.
Disclosure of Invention
In view of the above, the main object of the present invention is to provide a data object matching method, which can ensure the fairness and reliability of the network game system.
In order to achieve the purpose, the technical scheme provided by the invention is as follows:
A method of matching data objects, comprising:
After each game is finished, the server adjusts the competitive power attribute of each role data object in the game according to the current game result and the game mode type, wherein the competitive power attribute comprises fighting power and points;
when a character data object matching request is received, the server determines a character data object with matched competitiveness from a current candidate character data object set according to a preset matching rule according to a game mode type corresponding to the request and the competitiveness attribute of the character data object requested to be matched.
in summary, the matching method for data objects provided by the present invention utilizes the competitive power attribute of the character data object to accumulate the competition situation of the character in all the games participated in, so that the competition capability of the character can be objectively and accurately evaluated based on the statistical result of the big data, thereby ensuring the accuracy of the matching method realized based on the above, and further ensuring the fairness and reliability of the network game system.
drawings
FIG. 1 is a schematic flow chart of a method according to an embodiment of the present invention.
Detailed Description
In order to make the objects, technical solutions and advantages of the present invention more apparent, the present invention will be described in further detail with reference to the accompanying drawings and specific embodiments.
the core idea of the invention is as follows: based on the big data, the competitiveness of each player is determined according to the performances of the players in all the games participated in, so that the problems caused by inaccurate matching results due to the fact that the competitiveness of the players is determined only according to the performances of the players in a single game are avoided.
Fig. 1 is a schematic flow chart of a first embodiment of the present invention, as shown in fig. 1, the first embodiment mainly includes:
Step 101, after each game is finished, the server adjusts the competitive power attributes of each character data object in the game according to the current game result and the game mode type, wherein the competitive power attributes comprise fighting power and points.
in this step, after each game is finished, the competitiveness attribute of the character data object needs to be adjusted according to the win or loss condition of the game result, so that the competitiveness attribute accumulates the competition performance of the character data object in each game, and thus, the competition strength of the data object can be accurately evaluated based on big data.
In practical application, the game mode types are divided into a single-to-single matching mode and a many-to-many matching mode according to the number of the objects participating in the game, wherein different game mode types need to be distinguished when the competitiveness attribute is adjusted. Preferably, the adjustment of the competitive attribute of the character data object under different game mode types can be realized by adopting the following method.
When the game mode type is a single-to-single matching mode, the following method can be adopted to adjust the competitiveness attribute of each character data object in the game:
Step x1, according to the integral difference value of two character data objects competing in the game, searching a preset integral difference and expected win ratio mapping relation table, and determining the respective expected win ratio of the two character data objects.
the step is used for determining the expected winning rates of the two parties according to the point difference of the two parties playing the competition, so that the points of the two parties can be punished or rewarded correspondingly according to the competition result.
Here, the setting method of the mapping relationship table is the same as that of the existing system, and is not described herein again.
In step x2, the fighting capacity of the data object with the smaller fighting capacity of the two character data objects is adjusted according to "l" ═ d × a + l ".
Wherein, l is a fighting force value of a data object with small fighting force in the two character data objects before adjustment, l' is a fighting force value of a data object with small fighting force in the two character data objects after adjustment, d is an absolute value of a difference between the fighting forces of the two character data objects, and a is a preset adjustment percentage coefficient, and the larger the value is, the larger the adjustment amplitude is, which can be specifically set by a person skilled in the art according to actual needs.
The step is used for rewarding the party with small fighting capacity in the game, namely increasing the fighting capacity value, so that the competition capacity of the party with strong fighting capacity in a match is increased, and the competition capacity attribute of the data object has objectivity and artificial intelligence.
And step x3, adjusting the integration of the two character data objects according to s' ═ s + (h-t) x Max.
where s' is the integrated value after the match of the data object, s is the integrated value before the match of the data object, h is the match result parameter of the data object, t is the desired winning rate of the data object, Max is the preset maximum integrated value, h is 1 when the match result is winning, and h is 0 when the match result is failing.
In this step, the score of the data object in the game is adjusted according to the game result based on the principle that the awarded winner punishs the loser, and specifically, the score is adjusted according to s' ═ s + (h-t) × Max, so that the smaller the expected winning rate is, the larger the increased score is, and the larger the expected winning rate is, the larger the decreased score is, for the loser, thus ensuring that the score accumulation result can more accurately represent the competitiveness of the data object, and further ensuring the accuracy of the matching method realized based on the objective and accurate evaluation of the competition capability of the character.
When the game mode type is a many-to-many matching mode, the following method can be adopted to adjust the competitiveness attribute of each character data object in the game:
Step y1, for each set of character data objects playing in the game, calculating an average score and an average combat power for the set of character data objects.
and step y2, searching a preset score difference and expected win ratio mapping relation table according to the average score difference value of the two groups of character data objects competing in the game, and determining the expected win ratio of the two groups of character data objects.
Step y3, for each data object in the group of the two character data objects having a small average combat power, determining the average combat powerAdjusting the fighting power of the data object; wherein l is the fighting force value of the data object before adjustment, l' is the fighting force value of the data object after adjustment,And a is a preset adjusting percentage coefficient, and is the absolute value of the difference between the average combat powers of the two groups of character data objects.
The implementation of this step is similar to the above step x2, except that the fighting capacity of each data object in a group with small average fighting capacity needs to be adjusted based on the absolute value of the difference between the average fighting capacities of the two groups, in order to improve the fighting capacity of a group of data objects with weak fighting capacity, so as to embody the artificial intelligence characteristics of the data objects.
And step y4, respectively adjusting the integral of each character data object according to s '═ s + (h-t) x Max, wherein s' is the integral value after match of the data object, s is the integral value before match of the data object, h is the match result parameter of the group where the data object is located, t is the expected winning rate of the group where the data object is located, Max is the preset maximum integral value, when the match result is the winning of the group, h is 1, and when the match result is the failure of the group, h is 0.
This step is implemented similarly to step x3 above, for bonus or penalty adjustment of the scores of participating data objects based on game outcome, except that the game outcome and the desired odds are determined based on the circumstances of the group.
and 102, when a character data object matching request is received, the server determines a character data object with matched competitiveness from a current candidate character data object matching set according to a preset matching rule according to a game mode type corresponding to the request and the competitiveness attribute of the character data object requested to be matched.
In this step, the difference from the matching of the existing method is that the server determines the role data objects with the competitive power matching based on the competitive power attribute of the role data objects. The competitive power attribute is not determined according to the result of the last game competition, but is the comprehensive result of the performance of the data object in all the participated games, so that the competitive power of the character data object can be objectively and accurately embodied, the accuracy of the matching method realized based on the competitive power attribute can be ensured, and the fairness and the reliability of the network game system can be ensured.
here, as with the prior art scheme, the current candidate matching set of role data objects will include role data objects that are online and that request the same competing manner.
The matching rule is set by distinguishing different game mode types, and specifically, the following method can be adopted.
When the game mode type is a single-to-single matching mode, the matching rule includes:
When the matching time cost is smaller than a preset first time threshold, only selecting the role data object with the same competitiveness attribute as the role data object required to be matched as a matching result;
When the matched time spending is more than or equal to the first time threshold and is less than the preset second time threshold, the following conditions are selected to be met: the battle effectiveness of the character data objects matched with the request is the same, and the character data objects with the absolute value of the integral difference value of the character data objects matched with the request being smaller than a preset integral difference value threshold value are used as matching results;
When the matched time cost is greater than or equal to the second time threshold, selecting to satisfy: and the character data object with the absolute value of the fighting force difference value smaller than a preset fighting force difference value threshold value and the absolute value of the integral difference value smaller than a preset integral difference value threshold value is used as a matching result.
When the game mode type is a many-to-many matching mode, if it is a single character data object that initiates the request matching, the matching rule includes:
Selecting the following components: and the character data objects with the same fighting capacity are sorted according to the descending order of the integral, n character data objects are sequentially taken out from the sorting result as a matching result, and n is the number of the character data objects which are required to be matched and designated by the matching request.
Preferably, when the game mode type is a many-to-many matching mode, if it is a plurality of character data objects that are matched by initiating the request, the matching rule includes:
Selecting the following components: and the character data objects with the same fighting capacity are sorted according to the descending order of the integral, n character data objects are sequentially taken out from the sorting result as a matching result, and n is the number of the character data objects which are specified by the matching request and need to be matched.
In summary, the above description is only a preferred embodiment of the present invention, and is not intended to limit the scope of the present invention. Any modification, equivalent replacement, or improvement made within the spirit and principle of the present invention should be included in the protection scope of the present invention.

Claims (6)

1. A method for matching data objects, comprising:
After each game is finished, the server adjusts the competitive power attribute of each character data object in the game by accumulating the competition performance of the character data object in each game according to the current game result and the game mode type, wherein the competitive power attribute comprises fighting power and points;
When a character data object matching request is received, the server determines a character data object with matched competitiveness from a current candidate character data object matching set according to a preset matching rule according to a game mode type corresponding to the request and the competitiveness attribute of the character data object requested to be matched.
2. The method of claim 1, wherein when the game mode type is a single-to-single matching mode, the adjusting the competitiveness attribute of each character data object in the game comprises:
searching a preset score difference and expected winning rate mapping relation table according to the score difference value of two character data objects competing in the game, and determining the respective expected winning rates of the two character data objects;
Adjusting the fighting capacity of the data object with small fighting capacity in the two character data objects according to l' ═ d × a + l; wherein, l is a fighting force value of a data object with small fighting force in the two character data objects before adjustment, l' is a fighting force value of a data object with small fighting force in the two character data objects after adjustment, d is an absolute value of the difference of the fighting forces of the two character data objects, and a is a preset adjustment percentage coefficient;
And respectively adjusting the integrals of the two character data objects according to s '═ s + (h-t) multiplied by Max, wherein s' is a post-match integral value of the data object, s is a pre-match integral value of the data object, h is a match result parameter of the data object, t is an expected winning rate of the data object, Max is a preset maximum integral value, h is 1 when the match result is winning, and h is 0 when the match result is failing.
3. the method of claim 1, wherein when the game mode type is a many-to-many matching mode, the adjusting the competitiveness attribute of each character data object in the game comprises:
calculating the average integral and the average fighting capacity of each group of character data objects for competition in the game;
searching a preset score difference and expected win ratio mapping relation table according to an average score difference value of two groups of character data objects competing in the game, and determining expected win ratios of the two groups of character data objects;
For each data object in one of the two character data objects with small average combat power, according toAdjusting the fighting power of the data object; wherein l is the fighting force value of the data object before adjustment, l' is the fighting force value of the data object after adjustment,A is the absolute value of the difference between the average combat powers of the two groups of character data objects, and a is a preset adjustment percentage coefficient;
And respectively adjusting the integral of each character data object according to s '═ s + (h-t) multiplied by Max, wherein s' is the integral value after the match of the data object, s is the integral value before the match of the data object, h is the match result parameter of the group where the data object is located, t is the expected winning rate of the group where the data object is located, Max is the preset maximum integral value, when the match result is the winning of the group, h is 1, and when the match result is the failure of the group, h is 0.
4. the method of claim 1, wherein when the game mode type is a single-to-single matching mode, the matching rule comprises:
when the matching time cost is smaller than a preset first time threshold, only selecting the role data object with the same competitiveness attribute as the role data object required to be matched as a matching result;
When the matched time spending is more than or equal to the first time threshold and is less than the preset second time threshold, the following conditions are selected to be met: the battle effectiveness of the character data objects matched with the request is the same, and the character data objects with the absolute value of the integral difference value of the character data objects matched with the request being smaller than a preset integral difference value threshold value are used as matching results;
When the matched time cost is greater than or equal to the second time threshold, selecting to satisfy: and the character data object with the absolute value of the fighting force difference value smaller than a preset fighting force difference value threshold value and the absolute value of the integral difference value smaller than a preset integral difference value threshold value is used as a matching result.
5. The method of claim 1, wherein when the game mode type is a many-to-many matching mode, if it is a single character data object that initiates the request matching, the matching rule comprises:
selecting the following components: and the character data objects with the same fighting capacity are sorted according to the descending order of the integral, n character data objects are sequentially taken out from the sorting result as a matching result, and n is the number of the character data objects which are required to be matched and designated by the matching request.
6. the method of claim 1, wherein when the game mode type is a many-to-many matching mode, if the request for matching is initiated by a plurality of character data objects, the matching rule comprises:
selecting the following components: and the character data objects with the same fighting capacity are sorted according to the descending order of the integral, n character data objects are sequentially taken out from the sorting result as a matching result, and n is the number of the character data objects which are specified by the matching request and need to be matched.
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